Exercise and vestibular stimulation device and method of use

ABSTRACT

A device and method of use for mental and physical exercise, nervous system stimulation and as a game.

CROSS REFERENCE TO PRIOR FILED APPLICATION

This application claims priority to U.S. Patent Provisional ApplicationNo. 62/963573 filed on Jan. 22, 2020.

BACKGROUND Field of the invention

The present invention relates generally to exercise games and devices, adevice that can be used as a jumping game for exercise, fun orspecifically to aid in vestibular stimulation of the brain. The devicecan be used as a jumping game and exerciser which allows users toexercise together in a competitive game based upon individual abilitieswhile providing both a physical and cardiovascular workout as well asbrain stimulation.

Description of the Prior Art

There are manual and machine type devices for jumping rope. There arealso manual and machine type devices that spin an object around itselfor in an arching motion where a participant is expected to jump over theobject. Jump ropes are known for both single person and multiple personsuse. There have even been machines made that can move the rope for bothsingle person and multiple persons use. A manual or machine-driven jumprope only allow for jumping over the object, but not for any type ofducking or upright evasive motion. The prior art cannot change theheight of the object spinning while it is in use. The prior art is onlyfor the purpose of jumping over an object, and not a combination ofjumping over and ducking under. The prior art does not exercise ormentally stimulate the participant controlling the device. The prior artdoes not involve a participant to the control the device. The prior artdoes not stimulate the active participant to anticipate jumping over andducking or crouching under the device. There is also not a mechanicaldevice that can accomplish the high and low actions in one session ofuse without adjusting the settings.

SUMMARY OF THE INVENTION

Jumping is a great form of exercise and a way to have fun. This kind ofphysical activity in addition to ducking, crouching, and other evasivemovements can also help stimulate the brain.

The present invention is a jumping challenge game or exercise devicethat can also aid in vestibular stimulation for the brain. By having oneperson spin the device around horizontally and making another personjump over it or duck or crouch underneath it, the present invention is acompetitive and brain stimulating jump game that is unlike any other.Its unique design allows for people that cannot jump rope on their ownget the idea of being able to jump over a rope that passes under theirfeet. The rope handler can also pass the rope overhead for players toact in a crouching or ducking motion.

It also helps children with their brain and central nervous systemdevelopment. It can stimulate children that have difficulty jumpingrope, on their own, get the idea of being able to jump over a rope thatpasses under their feet. Children must develop their vestibular system.By spinning around 360 degrees with the device (which is one of themethods of use), children also develop their nervous system. Childrenmust also learn to pass objects from hand to hand behind their backwhich is an additional skill they develop from using this device.

The term “vestibular system” as used herein, refers to the sensorysystem of the body whether human or animal that connects the brain tothe body. The vestibular system is responsible for informing the brainabout motion, head position, and spatial orientation; additionally, itinvolves motor functions that allow us to keep our balance, stabilizeour head and body during movement, and to maintain posture. An extremeexample of a superiorly functioning vestibular system are some of thecharacters from the movie The Matrix. Dodging speeding bullets punches,and other attacking stimuli would require a highly functioningvestibular system. Other, more reasonable examples are that of a gymnastspinning in motion in the air then grabbing the parallel bars or asnowboarder doing a 360-degree spin in the air and then landing, or evena fighter pilot spinning a plane in motion then having to make anevasive maneuver to avoid a collision.

Jumping, ducking, evasive movements and other active motions are allgreat forms of physical activity for exercise, mental and physicalhealth. These types of motions also act to stimulate the mind andnervous system as well. The combination of the types of motions actedout when using the present invention in an unknown rhythm causes theparticipants to activate the vestibular system.

Some people, including both children and adults, have poorly developedor unconditioned vestibular systems due to a variety of reasons,including but not limited to a sedentary lifestyle. Those recoveringfrom a brain or physical trauma particularly might need extrarehabilitation of the vestibular system. Some children can have problemsdeveloping a healthy vestibular system. This device and the method ofuse are effective at conditioning and rehabilitating the vestibularsystem. Both the person in control of the device and the activeparticipants exercise their respective vestibular systems. The act ofjumping and ducking or crouching are stimulating for the activeparticipant. For the device controller, the act of spinning the devicearound their own person and high and low also stimulates the vestibularsystem.

The term “active participant” as used herein refers to the personjumping, ducking or otherwise evading contact with the device. Theactive participant can also be meant to include more than one person.

The term “controlling participant” as used herein refers to the personholding and directing the motion of the device.

The term “radius” as used herein refers to the length of a lineextending from a central point.

The term “evades” as used herein in present, past, or active tenserefers to the act of eluding or getting away from something or someoneby craft, slyness, or action. Can also encompass jumping over, duckingunder, or otherwise avoiding contact or proximity with something orsomeone.

The term “stretchable” as used herein refers to a material that canextend from its original length to a longer length when a force of somekind is applied. The term “non-stretchable” as used herein refers to amaterial that is fixed in length.

It is an object of the present invention to include two or moreparticipants.

It is an object of the present invention to create a physically activegame for participants.

It is an object of the present invention to create a mentallystimulating game for both participants.

It is an object of the present invention for the active participant tojump over and duck under or otherwise evade contact with the device.

It is an object of the present invention for participants to exercisethe nervous system.

It is an object of the present invention to be a therapy or exercise forbrain and body development.

It is an object of the present invention to stimulate the vestibularsystem.

It is an object of the present invention to be a game.

It is an object of the present invention to be a therapeutic treatment.

It is an object of the present invention to be an exercise device.

It is an object of the present invention to be an exercise method.

In its most complete form the device consists of 1) an end portion; 2) alength portion also referred to as an elongated member; and 3) a handleportion or point of rotation of the device. The end portion can be aweighted implement of various shapes and sizes, a non lightweightedobject made of foam or some other lightweight material, or a hoop shapedobject. Said hoop shaped object being of a size that can accommodate auser's or participant's feet. Said lightweight object consisting of asilicone-type material, plastics, combinations thereof, fabrics,recycled materials, and other natural materials. The end portion canalso include a sound emitting device or a sensor device to recordresults and other data. The length portion can be made of variousmaterials such as a rope, cable, or other suitable material. The lengthportion can be made of a material that is fixed and/or non-stretchableor non-extendable or a material that can change lengths. The handleportion can comprise many different shapes and materials. The lengthportion can vary in its length, having a possible range from a minimumlength of 3 feet and a maximum length of 12 feet. In its most completeform, the method of use of the device involves:

-   a) a controlling participant (which could also be a mechanical    device in another embodiment); and-   b) at least one active participant, where the controlling    participant directs the device in a horizontal circular rotation for    the active participant(s) to anticipate and actively evade contact    with the device.-   The device can be comprised of various materials and media.

It will nevertheless be understood that no limitation of the scope ofthe invention is thereby intended. Any alterations and furthermodifications of the inventive feature(s) described herein, and anyadditional applications of the principals of the invention as describedherein, which would normally occur to one skilled in the relevant artand having possession of this disclosure, are to be considered withinthe scope of the invention claimed.

Different features, variations and multiple different embodiments havebeen shown and described with various details. What has been describedin this application at times in terms of specific embodiments is donefor illustrative and descriptive purposes and without the intent tolimit or suggest that what has been conceived is only one particularembodiment or specific embodiments. It is to be understood that thisdisclosure is not limited to any single specific embodiments orenumerated variations. Many modifications, variations and otherembodiments will come to mind of those skilled in the art, and which areintended to be and are in fact covered by both this disclosure. It isindeed intended that the scope of this disclosure should be determinedby a proper legal interpretation and construction of the disclosure,including equivalents, as understood by those of skill in the artrelying upon the complete disclosure present at the time of filing.

Furthermore, other embodiments of the invention will be apparent tothose skilled in the art from consideration of the specification andpractice of the invention disclosed herein.

It is intended that the specification and examples be considered asexemplary only, with a scope and spirit being indicated by the claims.

Finally, it is noted that, as used in this specification and theappended claims, the singular forms “a,” “an,” and “the,” include pluralreferents unless expressly and unequivocally limited to one referent,and vice versa. As used herein, the term “includes” or “comprising” andits grammatical variants are intended to be non-limiting, such thatrecitation of an item or items is not to the exclusion of other likeitems that can be substituted or added to the recited item(s).

BRIEF DESCRIPTION OF THE DRAWINGS

The features and advantages of the present disclosure will become moreapparent fromthe detailed description set forth below when taken inconjunction with the drawings in which the reference numbers indicateidentical or functionally similar elements.

FIG. 1 is a perspective view of an embodiment of the exercise andvestibular stimulation device to be used for exercise or as a game.

FIG. 2 is a zoomed-in view of the main components of an embodiment ofthe device.

FIG. 3 is an environmental perspective of an embodiment of the deviceand a method of use.

FIG. 4 is an environmental perspective of an embodiment of the deviceand method of use.

FIG. 5 is an environmental perspective of an embodiment of the deviceand method of use.

FIG. 6 is an environmental perspective of an embodiment of the deviceand method of use.

FIG. 7 is an environmental perspective of an embodiment of the deviceand method of use.

FIG. 8 is an environmental perspective of an embodiment of the deviceand method of use.

FIG. 9 is an environmental perspective of an embodiment of the deviceand method of use.

DETAILED DESCRIPTION OF THE DRAWINGS

The following reference numbers correspond to the drawings:

-   10 Exercise and vestibular stimulation device-   12 Handle Portion-   14 Length Portion-   16 End Portion-   20 Controlling Participant-   22 Active Participant

Referring to the drawings, FIG. 1 shows a general embodiment of theexercise and vestibular stimulation device 10 comprising the handleportion 12, the connecting portion 14 attached to said handle portion 12at the proximal end and to a weighted portion 16 at the distal end. Thelength of the connecting portion 14 is varied depending upon the numberof participants. The weighted portion 16 can vary in the mass of theweight as well as the shape.

FIG. 2 refers to a more zoomed in view of the device 10 depicting themain components a handle portion 12 attached at the proximal end of theconnecting portion 14 and the weighted implement attached at the distalend of the connecting portion 14. The length of the connecting portion14 can vary depending upon the number of participants.

The length of said connecting portion may be determined. Second, saidhandle portion is attached to the proximal end of the rope. Third, theweighted portion is attached to the distal end of the connectingportion. The method of attaching the weighted portion 16 and handleportion 12 to the connecting portion 14 can vary.

FIG. 3 show methods of using the device 10.

FIG. 3 refers to a method of use of the device 10 where the controllingparticipant 20 may hold the handle portion 12 while spinning around, 360degrees, the device 10 horizontally, in a circle and keeping theweighted implement 16 above the ground. A second person who is the moreactive participant 22 will watch and anticipate the controllingparticipant's 20 actions as in FIG. 4, and once the device comes towardsthe active participant 22 they will decide to jump, duck, crouch, orotherwise evade contacting the device as in FIG. 6. The controllingparticipant 20 spinning the device 10 will continue to spin it as longas the active participant 22 can evade contact with the device. Once theactive participant 22 is hit by or contacts the device 10 or is nolonger successfully able to jump over the device, the participantsswitch positions. The connecting portion 14 can be made longer to allowfor more than one active participant 22. For one controlling participant20 it is possible to have up to 5 active participants 22. The activeparticipant 22 that is hit by the device 10 first, becomes the newspinning participant 20 of the rope.

FIG. 4 shows the active participant 22 jumping over the device 10 whichis being spun in a circle horizontally in a lower plane by thecontrolling participant 20. The device 10 can be spun continuously untilparticipants get tired or if the active participant 22 fails to avoidbeing hit by the device. When the device 10 hits the active participant22, the participants can switch roles.

FIG. 5 shows the active participant 22 in a lowered position from havingto evade the device 10. The active participant 22 is now having toanticipate the next move by the controlling participant 20.

FIG. 6 shows the active participant 22 in a lowered position based uponthe device being spun horizontally in a higher plane.

FIG. 7 shows an active participant 22 in the act of attempting to jumpinto the end portion 16 of the device 10 wherein the end portion 16 is ahoop large enough for feet to fit within.

FIG. 8 shows an active participant 22 in the act of attempting to jumpinto the end portion 16 of the device 10 wherein the end portion 16 is ahoop large enough for feet to fit within.

FIG. 9 shows an active participant 22 positioned within the end portion16 of the device 10.

ADDITIONAL INFORMATION

The device can be made of different materials and media. The handleportion, length portion, and weighted portion can all be made ofdifferent materials. The type of material used does not limit the scopeof the device.

The method of use of the device can also vary. The device can be used indifferent planes of movement, not limited to a single plane circularmotion.

An additional example of the device includes a hoop as the end portionof the device wherein said active participant will attempt to jump intothe hoop.

An additional example of the device includes a sensor device in the endportion which can be used to keep a score of the game and count therepetitions as well as sense when the game ends.

An additional example of the device includes a sound emitting device insome portion of the device.

An additional example of the device includes a foam object as the endportion.

1. A combination jumping game and therapeutic stimulation device comprising A handle portion to be held by an at least one controlling participant; A length portion having a length and ends attached to said handle portion extending from said handle portion creating a radius extending from said handle portion; and An end portion attached to end of said length portion to be evaded by an at least one active participant.
 2. The game and device of claim 1 wherein said end portion is a weighted solid object meant to be evaded by said at least one active participant.
 3. The game and device of claim 1 wherein said end portion is a hoop shaped object large enough to be jumped into by said second participant.
 4. (canceled)
 5. The game and device of claim 1 wherein said end portion is an object containing a sound emitting device.
 6. The game and device of claim 1 wherein said end portion contains a contact sensor.
 7. (canceled)
 8. (canceled)
 9. A method of playing a combination jumping game and vestibular stimulation device comprising two or more participants in competition with each other comprising the steps of: a) an at least one controlling participant holding said device by a handle portion connected to a length portion connected to an end portion in one hand and spinning it around said at least one controlling participant's body grabbing said device by said handle portion with the other hand; b) an at least one active participant positioned within a radius of said length portion and said end portion of said device wherein said at least one active participant can jump over or otherwise evade said length and said end portion.
 10. The method of playing a combination jumping game and vestibular stimulation device of claim 9 wherein said device comprises a hoop portion as said end portion further comprising the steps of: Said at least one active participant positioned at a point at the end of or within the radius of said device attempts to win against the at least one controlling participant by jumping within said hoop.
 11. The method of playing a combination jumping game and vestibular stimulation device of claim 9 wherein said controlling participant holds device in at least one hand and moves around his/her own central axis moving said device in a circular motion.
 12. A method of playing a combination jumping game and vestibular stimulation device comprising a handle portion to be held by at least one participant; a length portion having a length extending from said handle portion creating a radius extending from said handle portion; and an end portion attached to end of said length portion to be jumped in, over or otherwise evaded by at least one a second active participant involving two or more participants in competition with each other comprising the steps of: a) at least one controlling participant holding said device in one hand and spinning it around said controlling participant's body grabbing the handle with the other hand; b) at least one other player or active participant positioned within the radius of said device where said at least one other player or participant can jump over or otherwise evade said weighted portion.
 13. The method and device of claim 11 wherein said device further comprises a hoop as said end portion comprising the optional additional step of the at least one active participant jumping into said hoop 